EP1926052A1 - Procédé, support, et système de rendu de données graphiques tridimensionnelles à trame brouillard - Google Patents

Procédé, support, et système de rendu de données graphiques tridimensionnelles à trame brouillard Download PDF

Info

Publication number
EP1926052A1
EP1926052A1 EP07121427A EP07121427A EP1926052A1 EP 1926052 A1 EP1926052 A1 EP 1926052A1 EP 07121427 A EP07121427 A EP 07121427A EP 07121427 A EP07121427 A EP 07121427A EP 1926052 A1 EP1926052 A1 EP 1926052A1
Authority
EP
European Patent Office
Prior art keywords
texture mapping
graphics data
polygon
fog
implementing
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
EP07121427A
Other languages
German (de)
English (en)
Other versions
EP1926052B1 (fr
Inventor
Sang-Oak Woo
Seok-Yoon Jung
Chan-Min Park
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Samsung Electronics Co Ltd
Original Assignee
Samsung Electronics Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Samsung Electronics Co Ltd filed Critical Samsung Electronics Co Ltd
Publication of EP1926052A1 publication Critical patent/EP1926052A1/fr
Application granted granted Critical
Publication of EP1926052B1 publication Critical patent/EP1926052B1/fr
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/503Blending, e.g. for anti-aliasing
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/10Geometric effects
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/04Texture mapping

Definitions

  • One or more embodiments of the present invention relate to a method, medium, and system rendering 3 dimensional (3D) graphics data, and more particularly, to a method, medium, and system efficiently rendering 3D graphics data.
  • Conventional techniques for rendering 3D graphics data include vertex processing for calculating parameter values of vertices of a triangle, as a constituent unit of an object represented by 3D graphics data, scan conversion for calculating parameter values of pixels of such a triangle, texture mapping for applying a texture corresponding to a 2 dimensional image stored in a memory to the object, and blending processing for blending the calculated parameter values so as to calculate final parameter values of the pixels.
  • One or more embodiments of the present invention provide a method, medium, and system minimizing the number of memory access operations performed in texture mapping when 3 dimensional (3D) graphics data is rendered.
  • embodiments of the present invention include a rendering method, including selectively implementing one of performing and not performing texture mapping on respective graphics data based on a respective fog effect applied to the respective graphics data.
  • embodiments of the present invention include a medium including computer readable code to control at least one processing element to implement a rendering method, the rendering method including selectively implementing one of performing and not performing texture mapping on respective graphics data based on a respective fog effect applied to the respective graphics data.
  • embodiments of the present invention include a system with rendering, including a texture mapping unit to selectively implement one of performing and not performing texture mapping on respective graphics data based on a respective fog effect applied to the respective graphics data.
  • FIG. 1 illustrates a rendering of dimensional (3D) graphics data rendered with an applied fog effect, according to an embodiment of the present invention.
  • this fog effect means an effect adding realism to 3D images by making distant objects appear blurred.
  • 3D graphics data may be efficiently rendered and rendering power minimized by disallowing memory accessing for reading a texture when an object loses its inherent color and texture due to the fog effect.
  • a fog effect can be implemented by calculating fog factor values 'f' for pixels of an object and applying the fog factor values 'f' to the color values of the object.
  • a fog factor value f of a certain pixel denotes the strength of the fog effect that is to be applied to the pixel.
  • Equations 1, 2, and 3 are example formulas for obtaining a fog factor value f.
  • end means a point at which a fog is terminated
  • start means a point at which the fog starts.
  • d denotes the distance between a viewpoint (for example, a hypothetical camera) of a 3D image represented by 3D graphics data and a location at which a fog will be displayed.
  • Equation 2 has the same meaning as in Equation 1, and "density” means the density of the fog.
  • FIG. 2 is a graph plotting a change of the fog factor value f with respect to the distance between a viewpoint of a 3D image and the location at which the fog will be displayed.
  • the fog factor value f according to "d" depends on fog density and the type of equation used for calculating the fog factor value f.
  • the fog effect becomes stronger and the original color of the 3D image gradually disappears.
  • FIG. 3 is a view in which a threshold value is denoted in the graph illustrated in FIG. 2.
  • an arrow along the Amount of Original Color axis, is additionally shown.
  • the arrow identifies an example threshold value of the fog factor value f. If the fog factor value f of a certain pixel does not exceed the threshold value, texture mapping for the pixel may not be needed, according to an embodiment of the present invention.
  • the threshold value is compared with a fog factor value f, e.g., calculated using the above Equations 1, 2, and 3, and texture mapping may be performed according to the comparison result.
  • the fog effect may be classified into a vertex fog effect and a pixel fog effect, according to whether fog factor values f are calculated during vertex processing or during pixel processing.
  • fog factor values f may be calculated during vertex processing
  • fog factor values f may be calculated using depth values z of pixels, for example.
  • the fog factor value f may, thus, be calculated using Equations 1, 2, and 3 and may be used with the following Equation 4, where a color value to which the fog effect is applied can be obtained by calculating Equation 4.
  • C i denotes the color value of each vertex
  • C f denotes the color value of the corresponding fog.
  • FIG. 4 illustrates a system rendering 3D graphics data using a vertex fog effect, according to an embodiment of the present invention.
  • the system may include a vertex processing unit 41, a rasterizer 42, a fog factor table 43, and a frame buffer 44, for example.
  • the system may render 3D graphics data, in a unit of each vertex of a polygon as a constituent unit of at least one object represented by the 3D graphics data.
  • the vertex processing unit 41 may receive 3D graphics data, and perform several processes to obtain the parameter values of vertices of a polygon, e.g., a triangle, as the constituent unit of at least one object represented by the 3D graphics data.
  • the parameter values may be pixel unit information for rendering the at least one object represented by the 3D graphics data.
  • the parameter values may include x and y coordinate values of the corresponding pixels, depth values z of the pixels, color values r, g, b, and a of the pixels, and coordinate values s and t of textures that are to be respectively mapped to the pixels, etc., wherein r represents red, g represents green, b represents blue, and a represents transparency.
  • RGB data and an x/y coordinate value system has been referred to, alternate embodiments are also available.
  • objects having a variety of shapes can be represented by a group of polygons having the same or similar shapes.
  • a triangle as the simplest polygon shape among a variety of polygon shapes, has generally been used.
  • the polygon will be referred to as a triangle.
  • embodiments of the present invention should not be limited to the polygons being triangles and embodiments of the present invention can equally be implemented with polygons having different shapes.
  • FIG. 5 illustrates a vertex processing unit, such as the vertex processing unit 41 illustrated in FIG. 4, according to an embodiment of the present invention.
  • the vertex processing unit 41 may include a conversion unit 51, a calculation unit 52, and a determination unit 53, for example.
  • the conversion unit 51 may receive 3D graphics data, and convert the 3D graphics data into 3D graphics data based on a 2 dimensional plane, using transform matrices including a modelview matrix, a projection matrix, etc., for example.
  • the example modelview matrix can be used to determine the location and direction of an object on a 2 dimensional plane, and the projection matrix may be used to determine the size and shape of the object on the 2 dimensional plane.
  • the calculation unit 52 may perform a light calculation on each vertex of a polygon, as a constituent unit of at least one object represented by the converted 3D graphics data, thereby applying a light source effect to the color values r, g, b, and a of each vertex of the polygon, for example.
  • the calculation unit 52 may calculate a fog factor of each vertex of the polygon.
  • the calculation unit 52 may substitute a depth value z of each vertex making up the at least one object represented by the 3D graphics data, for "d" in any one of the above example Equations 1, 2, and 3, and solves the corresponding Equation 1, 2, or 3, thereby obtaining a fog factor f.
  • a determination of which one of the Equations 1, 2, and 3 is used may be made depending on the performance of the 3D graphics rendering system, a user's desired fog effect strength, etc., for example.
  • the calculation unit 52 may apply the fog effect to the respective color values r, g, b, and a of each vertex of the polygon based on the fog factor value f.
  • the calculation unit 52 may use the fog factor value f to solve the above example Equation 4, thereby obtaining the color values r, g, b, and a to which the fog effect is applied.
  • C i becomes a color value to which the light source effect is applied.
  • the operation of applying the fog effect can be performed after texture mapping is performed by the rasterizer 42, for example. In this case, C i becomes a color value to which the light source effect and texture mapping are applied.
  • the determination unit 53 may extract a threshold value, from among threshold values of fog factors stored in the fog factor table 43, for example, and compare the fog factor value f of each vertex calculated by the calculation unit 52 with the extracted threshold value, and determine whether texture mapping must or is desired to be performed on each vertex, according to the comparison result. That is, if the fog factor value f of the vertex is greater than or meets the threshold value, the determination unit 93 may determine that texture mapping must or is desired to be performed on the vertex. Meanwhile, if the fog factor f of each vertex is equal to or smaller than the threshold value, for example, or fails to meet the threshold value, the determination unit 93 may determine that texture mapping does not need to be performed on the vertex.
  • the case where texture mapping must or is desired to be performed on the vertex corresponds to the case where a texture applied to the vertex can be seen even when the fog effect is applied to the color of the vertex, for example. Meanwhile, the case where texture mapping does not need to be performed on the vertex may correspond to the case where a texture applied to the vertex becomes a fog color when the fog effect is applied to the color of the vertex.
  • the determination unit 53 may extract a threshold value, e.g., from among the threshold values stored in the fog factor table 43, based on the type of equation used to calculate the fog factor f, a user's setting, the performance of the 3D graphics rendering system illustrated in FIG. 4, etc., noting that additional and/or alternative determinants may be used.
  • a threshold value e.g., from among the threshold values stored in the fog factor table 43, based on the type of equation used to calculate the fog factor f, a user's setting, the performance of the 3D graphics rendering system illustrated in FIG. 4, etc., noting that additional and/or alternative determinants may be used.
  • the determination unit 53 may extract the greatest threshold value from among the threshold values stored in the fog factor table 43, according to the user's setting.
  • the determination unit 53 may extract the smallest threshold value from among the threshold values stored in the fog factor table 43 so that 3D graphics can be displayed with high picture quality.
  • the rasterizer 42 may receive the parameter values of the vertices of the triangle, as the constituent unit of the at least one object represented by the 3D graphics data, from the vertex processing unit 41, for example, and calculate final parameter values of pixels of the triangle using the parameter values.
  • the rasterizer 42 may receive the determination result on whether texture mapping must or should be performed, from the vertex processing unit 41, and perform texture mapping according to the determination result.
  • FIG. 6 illustrates a rasterizer, such as raterizer 42 illustrated in FIG. 4, according to an embodiment of the present invention.
  • the rasterizer 42 may include a scan conversion unit 61, a texture mapping unit 62, and a blending unit 63, for example.
  • the scan conversion unit 61 may determine parameter values of pixels of a triangle, e.g., as the constituent unit of at least one object represented by 3D graphics data processed by the vertex processing unit 41. In more detail, as an example, the scan conversion unit 61 may interpolate respective parameter values of the remaining pixels except for three vertices of each triangle, from the respective parameter values of the three vertices of the triangle, thereby determining final parameter values of all the pixels of the triangle.
  • the texture mapping unit 62 may perform texture mapping on the 3D graphics data, according to the determination result of the vertex processing unit 41.
  • the texture mapping unit 62 may perform texture mapping on the triangle, as the constituent unit of the at least one object represented by the 3D graphics data, according to the determination result of the vertex processing unit 41.
  • the texture mapping unit 62 may not map a texture stored in a memory to each pixel of the triangle. Accordingly, the number of memory access operations can be reduced by the number of omitted texture mapping operations.
  • the texture mapping unit 62 may then map a texture stored in the memory (not shown) to each pixel of the triangle.
  • the blending unit 63 may further blend the color values r, g, and b, for example, of each pixel to which the corresponding texture is mapped by the texture mapping unit 62, with the transparency value a of the pixel.
  • the final parameter values of the pixels output from the blending unit 63 may, thus, be further stored in the frame buffer 44.
  • the rasterizer 42 illustrated in FIG. 4 can further include different components, such as an alpha text unit and a depth test unit, in addition to and/or other than the above-described components. This can also be applied to the following embodiments.
  • FIG. 7 illustrates a system rendering 3D graphics data using a pixel fog effect, according to an embodiment of the present invention.
  • the 3D graphics data rendering system may include a vertex processing unit 71, a rasterizer 72, a fog factor table 73, and a frame buffer 74, for example.
  • the 3D graphics rendering system illustrated in FIG. 7 may render 3D graphics data, in a unit of each pixel of a polygon as the constituent unit of at least one object represented by 3D graphics data.
  • the vertex processing unit 71 may receive 3D graphics data, and perform several processes to obtain respective parameter values of vertices of a triangle as a constituent unit of at least one object represented by the 3D graphics data.
  • FIG. 8 illustrates a vertex processing unit, such as the vertex processing unit 71 illustrated in FIG. 7, according to an embodiment of the present invention.
  • the vertex processing unit 71 may include a conversion unit 81 and a calculation unit 82, for example.
  • the conversion unit 81 may receive 3D graphics data and convert the 3D graphics data into 3D graphics data based on a 2 dimensional plane, e.g., using the aforementioned transform matrices including the modelview matrix, the projection matrix, etc.
  • the calculation unit 82 may perform a light calculation on each vertex of a polygon, as a constituent unit of at least one object represented by the 3D graphics data, thereby applying a light source effect to the respective color values r, g, b, and a of the each vertex, for example.
  • the rasterizer 72 may receive the respective parameter values of vertices of the triangle, as the constituent unit of the at least one object represented by the 3D graphics data, from the vertex processing unit 71, and calculate final parameter values of the pixels of the triangle using the parameter values.
  • FIG. 9 illustrates a rasterizer, such as the rasterizer 72 illustrated in FIG. 7, according to an embodiment of the present invention
  • the rasterizer 72 may include a scan conversion unit 91, a calculation unit 92, a determination unit 93, a texture mapping unit 94, and a blending unit 95, for example.
  • the scan conversion unit 81 may determine parameter values of pixels of a triangle, e.g., as a constituent unit of at least one object represented by 3D graphics data processed by the vertex processing unit 71. In more detail, the scan conversion unit 81 may interpolate parameter values of the remaining pixels except for three vertices of the triangle, from the parameter values of the three vertices of the triangle, thereby determining parameter values of the pixels of the triangle.
  • the calculation unit 92 may further calculate a fog factor f of each pixel of the triangle.
  • the calculation unit 92 may substitute a depth value z of each of the pixels that construct at least one object represented by the 3D graphics data, for "d" in the above example Equation 1, 2, or 3, and solve the corresponding Equation 1, 2, or 3, thereby obtaining a fog factor value f.
  • the calculation unit 92 may apply the fog effect to the color value of each pixel of the polygon, as the constituent unit of the at least one object represented by the 3D graphics data, based on the fog factor value f.
  • the calculation unit 92 may substitute the fog factor value f into the above Equation 4, for example, and solve Equation 4, thereby obtaining color values r, g, b, and a to which the fog effect is applied.
  • C i becomes a color value to which a light source effect is applied.
  • the operation of applying the fog effect can be performed after texture mapping is performed by the texture mapping unit 94, for example, and in which case, C i becomes a color value to which a light source effect and texture mapping are applied.
  • the determination unit 93 may extract a threshold value from among fog factor threshold values stored in the fog factor table 73, compare the fog factor f of each pixel calculated by the calculation unit 92 with the threshold value, and determine whether texture mapping must or is desired to be performed on the pixel according to the comparison result.
  • the determination unit 93 may compare a fog factor f of a vertex whose depth value z is a minimum, from among three vertices of a certain triangle, with the extracted threshold value, and determine whether texture mapping must or is desired to be performed on the triangle according to the comparison result.
  • the determination unit 93 may determine that texture mapping must or is desired to be performed on the triangle. This case corresponds to the case where the fog factors f of all the pixels of the triangle are greater than or meet the threshold value, for example.
  • the determination unit 93 may compare a fog factor value f of a vertex whose depth value z is a maximum, from among the three vertices of the triangle, with the extracted threshold value, and determine whether texture mapping must or is desired to be performed on the triangle according to the comparison result.
  • the determination unit 93 may determine that texture mapping does not need to be performed on the triangle. This case corresponds to the case where the fog factors f of all the pixels of the triangle are equal to or smaller than (or fail to meet) the threshold value.
  • the determination unit 93 may compare the fog factors f of the respective pixels of the triangle with the extracted threshold value, and determine whether texture mapping must or is desired to be performed on the respective pixels according to the comparison result.
  • the determination unit 93 may determine that texture mapping must or is desired to be performed on the pixel, and if the fog factor f of the certain pixel is equal to or smaller than the extracted threshold value, or fails to meet the extracted threshold value, the determination unit 93 may determine that texture mapping does not need to be performed on the pixel.
  • the determination unit 93 may extract a threshold value from among threshold values stored in the fog factor table 73, for example, based on the type of equation used to calculate the fog factor f, a user's setting, the performance of the 3D graphics data rendering system illustrated in FIG. 4, etc., again noting that additional determinants may be available.
  • the determination unit 93 may extract the greatest threshold value from among the threshold values stored in the fog factor table 73, according to the user's setting.
  • the determination unit 93 may extract the smallest threshold value from among the threshold values stored in the fog factor table so that 3D graphics can be displayed with high picture quality.
  • the texture mapping unit 94 may perform texture mapping on the 3D graphics data according to the determination result.
  • the texture mapping unit 94 may perform texture mapping on a triangle, as a constituent unit of at least one object represented by the 3D graphics data, according to the determination result of the determination unit 93.
  • the determination unit 93 determines that texture mapping does not need to be performed on a certain triangle, the texture mapping unit 94 does not map a texture stored in a memory to each pixel of the triangle. If the determination unit 93 determines that texture mapping must or is desired to be performed on the triangle, the texture mapping unit 94 maps a texture stored in the memory to each pixel of the triangle.
  • the texture mapping unit 94 may not map a texture stored in the memory to the pixel. Likewise, if the determination unit 93 determines that texture mapping must or is desired to be performed on the pixel, the texture mapping unit 94 may map a texture stored in the memory to the pixel.
  • the blending unit 95 may blend color values r, g, and b, for example, of each pixel to which a texture is mapped by the texture mapping unit 94, with the transparency value a of the pixel.
  • the example rasterizer 72 as illustrated in FIG. 7, may further include different components, such as an alpha text unit and a depth test unit, other than the above-described components, and is equally available to other embodiments of the present invention.
  • FIG. 10 illustrates a method rendering 3D graphics data using a vertex fog effect, according to an embodiment of the present invention.
  • the 3D graphics data rendering method using the vertex fog effect includes operations in which the 3D graphics data may be sequentially processed by, e.g., by the 3D graphics data rendering system illustrated in FIG. 4, noting that alternative embodiments are equally available.
  • 3D graphics data may be received and converted into 3D graphics data based on a 2 dimensional plane, e.g., using transform matrices including the modelview matrix, the projection matrix, etc., again noting that alternatives are also available.
  • a light calculation may be performed on each vertex of a triangle, for example, as a constituent unit of at least one object represented by the 3D graphics data, thereby applying a light source effect to the color values r, g, b, and a of the vertex.
  • a fog factor value f of each vertex of the triangle for example, as the constituent unit of the at least one object represented by the 3D graphics data, may be calculated, and a fog effect applied to the color values r, g, b, and a of the each vertex of the triangle, e.g., as the constituent unit of the at least one object represented by the 3D graphics data, on the basis of the fog factor value f.
  • a threshold value may be extracted from among fog factor threshold values stored in the fog factor table 43, for example, the fog factor value f of each vertex calculated in operation 103 may further be compared with the extracted threshold value, and it may be determined whether texture mapping must or would be desired to be performed on the vertex, according to the comparison result.
  • parameter values of the remaining pixels except for three vertices of the example triangle may be interpolated from the parameter values of the three vertices of the triangle, so that the parameter values of all the pixels of the triangle are determined.
  • the process may proceed to operation 108, while if it is determined that texture mapping must or would be desired to be performed on any one of the three vertices of the triangle, the process may proceed to operation 107.
  • a texture stored in the memory may be mapped to each pixel of the triangle.
  • operation 109 if operations 102 through 108 are completed on all triangles, for example, the process may be terminated. If operations 102 through 108 have not been performed on all triangles, the process may return to operation 101 in order to perform operations 102 through 108 on the remaining triangles.
  • FIGS. 11A and 11B illustrate a method rendering 3D graphics data using a pixel fog effect, according to an embodiment of the present invention.
  • the 3D graphics data rendering method may include operations that may be sequentially processed by the 3D graphics data rendering system illustrated in FIG. 7, for example, noting that alternative embodiments are equally available.
  • 3D graphics data may be received and converted into 3D graphics data based on a 2 dimensional plane, e.g., using transform matrices including the modelview matrix, the projection matrix, etc.
  • a light calculation may be performed on each vertex of a triangle, for example, as a constituent unit of at least one object represented by the 3D graphics data, thereby applying a light source effect to the color values r, g, b, and a of each vertex.
  • parameter values of the remaining pixels are interpolated from the parameter values of the three vertices of the triangle, so that the parameter values of all the pixels of the triangle are obtained.
  • a fog factor value f of each pixel of the triangle, as the constituent unit of the at least one object represented by the 3D graphics data is calculated, and a fog effect is applied to each pixel of the triangle, as the constituent unit of the at least one object represented by the 3D graphics data, based on the fog factor value f.
  • a threshold value may be extracted from among fog factor threshold values stored in the fog factor table 73, for example, and a fog factor value f of a vertex whose depth value z is a minimum, from among the three vertices of the triangle, may be compared with the extracted threshold value.
  • a fog factor value f of a vertex whose depth value z is a minimum is greater than or meets the extracted threshold value, it may be determined that texture mapping must or would be desired to be performed on the triangle, and the process proceeds to operation 116.
  • the fog factor f of a vertex whose depth value z is the minimum is equal to or smaller than, or fails to meet, the extracted threshold value, the process proceeds to operation 117.
  • a texture stored in a memory may be mapped to each pixel of the triangle.
  • a fog factor f of a vertex whose depth value z is a maximum, among the three vertices of the triangle may be compared with the extracted threshold value. If the fog factor f of the vertex whose depth value z is the maximum is equal to or smaller than, or fails to meet, the extracted threshold value, it may be determined that texture mapping does not need to be performed on the triangle, and the process proceeds to operation 121. If the fog factor f of the vertex whose depth value z is the maximum is greater than or meets the extracted threshold value, the process may proceed to operation 118.
  • a fog factor value f of each pixel of the triangle may be compared with the extracted threshold value, and it may be determined whether the fog factor f of the pixel is greater than or meets the extracted threshold value according to the comparison result. If the fog factor value f of the pixel is greater than or meets the extracted threshold value, it may be determined that texture mapping must or would be desired to be performed on the pixel, and the process proceeds to operation 119. If the fog factor value f of the pixel is equal to or smaller than, or fails to meet, the extracted threshold value, it may be determined that texture mapping does not need to be performed on the pixel, and the process proceeds to operation 120.
  • a texture stored in a memory may be mapped to the pixel.
  • operation 120 if operations 118 and 119 are completed on all the pixels of the triangle, the process may proceed to operation 121, and if operations 118 and 119 have not been performed on all pixels of the triangle, the process may return to operation 118 in order to perform operations 118 and 119 on the remaining pixels.
  • the color values r, g, and b, for example, of each pixel to which the corresponding texture is mapped in operations 116 and 119, may be blended with the transparency value a of the pixel.
  • the process may, thus, be terminated if operations 112 through 121 have been completed on all triangles represented by the 3D graphics data. If operations 112 through 121 have not been performed on all triangles, the process may return to operation 112 in order to perform operations 112 through 121 on the remaining triangles.
  • embodiments of the present invention can also be implemented through computer readable code/instructions in/on a medium, e.g., a computer readable medium, to control at least one processing element to implement any above described embodiment.
  • a medium e.g., a computer readable medium
  • the medium can correspond to any medium/media permitting the storing and/or transmission of the computer readable code.
  • the computer readable code can be recorded/transferred on a medium in a variety of ways, with examples of the medium including recording media, such as magnetic storage media (e.g., ROM, floppy disks, hard disks, etc.) and optical recording media (e.g., CD-ROMs, or DVDs), and transmission media such as carrier waves, as well as through the Internet, for example.
  • the medium may further be a signal, such as a resultant signal or bitstream, according to embodiments of the present invention.
  • the media may also be a distributed network, so that the computer readable code is stored/transferred and executed in a distributed fashion.
  • the processing element could include a processor or a computer processor, and processing elements may be distributed and/or included in a single device.
  • the present invention by performing texture mapping according to the strength of a fog effect that will be applied to 3D graphics data, it is possible to reduce the number of memory access operations for reading textures. As such, since the number of memory access operations for reading textures is reduced, it is possible to minimize the number of calculations used to access memory and rendering consumption power, as well as reduce the time required to access memory. As a result, according to one or more embodiments of the present invention, since the power and time consumed to render 3D graphics data can be minimized, it is possible to render 3D graphics data in real time in mobile terminals, low end desktop PCs, etc., including devices having low hardware performance, for example.

Landscapes

  • Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • Computer Graphics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Geometry (AREA)
  • Image Generation (AREA)
EP07121427.4A 2006-11-23 2007-11-23 Procédé, support, et système de rendu de données graphiques tridimensionnelles à trame brouillard Active EP1926052B1 (fr)

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
KR1020060116583A KR100818286B1 (ko) 2006-11-23 2006-11-23 안개 효과를 고려하여 3차원 그래픽스 데이터를 렌더링하는방법 및 장치

Publications (2)

Publication Number Publication Date
EP1926052A1 true EP1926052A1 (fr) 2008-05-28
EP1926052B1 EP1926052B1 (fr) 2019-06-19

Family

ID=39046710

Family Applications (1)

Application Number Title Priority Date Filing Date
EP07121427.4A Active EP1926052B1 (fr) 2006-11-23 2007-11-23 Procédé, support, et système de rendu de données graphiques tridimensionnelles à trame brouillard

Country Status (4)

Country Link
US (1) US9064347B2 (fr)
EP (1) EP1926052B1 (fr)
JP (1) JP5106992B2 (fr)
KR (1) KR100818286B1 (fr)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN106023294A (zh) * 2016-05-05 2016-10-12 广东小天才科技有限公司 一种基于OpenGL的雾化方法和系统

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6268861B1 (en) * 1998-08-25 2001-07-31 Silicon Graphics, Incorporated Volumetric three-dimensional fog rendering technique
WO2001069538A2 (fr) 2000-03-15 2001-09-20 Sun Microsystems, Inc. Systeme graphique conçu pour la realisation d'une nebulisation en fonction des distances radiales
EP1156455A2 (fr) * 2000-05-16 2001-11-21 Square Co., Ltd. Méthode de rendu d'effet visuel de brouillard
US6580430B1 (en) * 2000-08-23 2003-06-17 Nintendo Co., Ltd. Method and apparatus for providing improved fog effects in a graphics system
EP1376472A1 (fr) 2002-06-20 2004-01-02 Microsoft Corporation Dispositifs et procédés pour effectuer un échantillonage contrôlé d'une texture
US7046243B1 (en) * 2000-11-21 2006-05-16 Microsoft Corporation Rendering volumetric fog and other gaseous phenomena

Family Cites Families (14)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP3143558B2 (ja) 1994-02-02 2001-03-07 キヤノン株式会社 画像表示方法および装置
JP2763499B2 (ja) * 1994-11-30 1998-06-11 株式会社ナムコ 画像合成装置及び画像合成方法
US5724561A (en) * 1995-11-03 1998-03-03 3Dfx Interactive, Incorporated System and method for efficiently determining a fog blend value in processing graphical images
JP3645024B2 (ja) 1996-02-06 2005-05-11 株式会社ソニー・コンピュータエンタテインメント 描画装置及び描画方法
JP3214389B2 (ja) 1997-03-21 2001-10-02 日本電気株式会社 データ変換装置
US6437781B1 (en) * 1997-05-30 2002-08-20 Hewlett-Packard Company Computer graphics system having per pixel fog blending
US6064392A (en) * 1998-03-16 2000-05-16 Oak Technology, Inc. Method and apparatus for generating non-homogenous fog
WO2000010372A2 (fr) * 1998-08-20 2000-03-02 Apple Computer, Inc. Systeme, appareil et procede permettant de trier spatialement des donnees d'image dans un pipeline graphique tridimensionnel
JP4277362B2 (ja) 1999-05-25 2009-06-10 株式会社セガ 画像処理方法及び画像処理装置
US6686915B2 (en) * 2001-04-19 2004-02-03 Webtv Networks, Inc. Systems and methods for rendering visual effects that are a function of depth
KR100420857B1 (ko) 2001-07-12 2004-03-02 학교법인연세대학교 3차원 렌더링 프로세서의 픽셀 레스터라이재이션 처리방법 및 장치
JP2004005452A (ja) * 2002-04-16 2004-01-08 Sony Computer Entertainment Inc 画像処理装置、画像処理方法、半導体デバイス、コンピュータプログラム、記録媒体
JP2003162734A (ja) 2002-09-02 2003-06-06 Namco Ltd ゲームシステム及び情報記憶媒体
KR100691846B1 (ko) 2006-10-09 2007-03-12 주식회사 유칩스 3차원 그래픽 데이터 처리 방법 및 장치

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6268861B1 (en) * 1998-08-25 2001-07-31 Silicon Graphics, Incorporated Volumetric three-dimensional fog rendering technique
WO2001069538A2 (fr) 2000-03-15 2001-09-20 Sun Microsystems, Inc. Systeme graphique conçu pour la realisation d'une nebulisation en fonction des distances radiales
EP1156455A2 (fr) * 2000-05-16 2001-11-21 Square Co., Ltd. Méthode de rendu d'effet visuel de brouillard
US6580430B1 (en) * 2000-08-23 2003-06-17 Nintendo Co., Ltd. Method and apparatus for providing improved fog effects in a graphics system
US7046243B1 (en) * 2000-11-21 2006-05-16 Microsoft Corporation Rendering volumetric fog and other gaseous phenomena
EP1376472A1 (fr) 2002-06-20 2004-01-02 Microsoft Corporation Dispositifs et procédés pour effectuer un échantillonage contrôlé d'une texture

Non-Patent Citations (4)

* Cited by examiner, † Cited by third party
Title
M. OLANO, B. KUEHNE, M. SIMMONS: "Automatic shader level of detail", PROCEEDINGS OF THE ACM SIGGRAPH/EUROGRAPHICS CONFERENCE ON GRAPHICS HARDWARE, 2003, pages 7 - 14, XP002469306 *
M. WIMME: "Representing and Rendering Distant Objects for Real-Time Visualization", DISSERTATION, June 2001 (2001-06-01), pages 1 - 109, XP002469305
M. WIMMER: "Representing and Rendering Distant Objects for Real-Time Visualization", TECHNISCHE UNIVERSITÄT WIEN, June 2001 (2001-06-01), WIEN, pages 1 - 109, XP002469305 *
T. MÖLLER, E. HAINES: "Real-Time Rendering", 1999, A K PETERS, LTD, NATICK, MASSACHUSETTS, XP002469307 *

Also Published As

Publication number Publication date
EP1926052B1 (fr) 2019-06-19
JP5106992B2 (ja) 2012-12-26
KR100818286B1 (ko) 2008-04-01
JP2008130091A (ja) 2008-06-05
US20080122844A1 (en) 2008-05-29
US9064347B2 (en) 2015-06-23

Similar Documents

Publication Publication Date Title
US10311548B2 (en) Scaling render targets to a higher rendering resolution to display higher quality video frames
EP0875860B1 (fr) Système et méthode de calcul précis du gradient pour la texturage dans un système calculateur graphique
EP1803096B1 (fr) Anti-crenelage souple dans des dispositifs incorpores
US8379013B2 (en) Method, medium and apparatus rendering 3D graphic data
US10699466B2 (en) Apparatus and method for generating a light intensity image
US8907970B2 (en) Apparatus and method of viewing electronic documents
US6677945B2 (en) Multi-resolution depth buffer
US6184893B1 (en) Method and system for filtering texture map data for improved image quality in a graphics computer system
US10134171B2 (en) Graphics processing systems
JP2009537910A (ja) デプスエンジンの動的な再配置を用いたグラフィックシステム
US8072464B2 (en) 3-dimensional graphics processing method, medium and apparatus performing perspective correction
KR100745768B1 (ko) 전력 소비를 감소시키기 위한 lod 값 계산 방법과이것을 이용한 3차원 렌더링 시스템
KR20160031328A (ko) 렌더링 방법 및 장치
US9111328B2 (en) Texture compression and decompression
US6577320B1 (en) Method and apparatus for processing multiple types of pixel component representations including processes of premultiplication, postmultiplication, and colorkeying/chromakeying
US11783527B2 (en) Apparatus and method for generating a light intensity image
US9064347B2 (en) Method, medium, and system rendering 3 dimensional graphics data considering fog effect
KR100848687B1 (ko) 3차원 그래픽 처리 장치 및 그것의 동작 방법
CN113786616A (zh) 一种间接光照实现方法、装置、存储介质及计算设备
KR100684558B1 (ko) 텍스쳐 밉매핑 장치 및 방법
CN118196244A (zh) 序列帧动画的制作方法、装置和电子设备

Legal Events

Date Code Title Description
PUAI Public reference made under article 153(3) epc to a published international application that has entered the european phase

Free format text: ORIGINAL CODE: 0009012

AK Designated contracting states

Kind code of ref document: A1

Designated state(s): AT BE BG CH CY CZ DE DK EE ES FI FR GB GR HU IE IS IT LI LT LU LV MC MT NL PL PT RO SE SI SK TR

AX Request for extension of the european patent

Extension state: AL BA HR MK RS

17P Request for examination filed

Effective date: 20081114

17Q First examination report despatched

Effective date: 20081210

AKX Designation fees paid

Designated state(s): GB NL

REG Reference to a national code

Ref country code: DE

Ref legal event code: 8566

RAP1 Party data changed (applicant data changed or rights of an application transferred)

Owner name: SAMSUNG ELECTRONICS CO., LTD.

GRAP Despatch of communication of intention to grant a patent

Free format text: ORIGINAL CODE: EPIDOSNIGR1

INTG Intention to grant announced

Effective date: 20190107

GRAS Grant fee paid

Free format text: ORIGINAL CODE: EPIDOSNIGR3

GRAA (expected) grant

Free format text: ORIGINAL CODE: 0009210

AK Designated contracting states

Kind code of ref document: B1

Designated state(s): GB NL

REG Reference to a national code

Ref country code: GB

Ref legal event code: FG4D

REG Reference to a national code

Ref country code: NL

Ref legal event code: FP

PLBE No opposition filed within time limit

Free format text: ORIGINAL CODE: 0009261

STAA Information on the status of an ep patent application or granted ep patent

Free format text: STATUS: NO OPPOSITION FILED WITHIN TIME LIMIT

26N No opposition filed

Effective date: 20200603

P01 Opt-out of the competence of the unified patent court (upc) registered

Effective date: 20230520

PGFP Annual fee paid to national office [announced via postgrant information from national office to epo]

Ref country code: NL

Payment date: 20231016

Year of fee payment: 17

PGFP Annual fee paid to national office [announced via postgrant information from national office to epo]

Ref country code: GB

Payment date: 20231006

Year of fee payment: 17